To infuse an item, you need the nonmagical version of that item.
The inventor ‘s Infuse Item have states ( TCoE p. 12, east : RftLW p. 57, WGtE p. 179 ; emphasis mine ) :
At 2nd level, you gain the ability to imbue mundane items with certain charming infusions. [ … ] Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your craftsman infusions, turning it into a magic detail. An infusion works
on only certain kinds of objects, as specified in the infusion ’ randomness description .
The Artificer Infusions section at the conclusion of the class description states ( TCoE p. 20, vitamin e : RftLW p. 61, WGtE p. 181 ; vehemence mine ) :
The description of each of the be infusions details the type
of item that can receive it, along with whether the resulting charming item requires attunement .
And finally, the description of the Replicate Magic Item infusion states ( TCoE p. 22, einsteinium : RftLW p. 63, WGtE p. 182 ; emphasis mine ) :
[ … ] alternatively, you can choose the magic trick item from among the coarse magic trick items in the game, not including potions or scrolls .
In the tables, an detail ’ s entry tells you whether the detail requires attunement. See the item ’ sulfur description in the Dungeon Master ’ s Guide for more data about it, including the type of object required
for its making .
Each of these portions I ‘ve bolded make it clear that you need a nonmagical translation of the detail to infuse, whether you ‘re using Replicate Magic Item or one of the early inventor infusions.
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tied though the Dungeon Master ‘s Guide does n’t actually say “ [ X ] is the type of token needed to make [ Y ] ” for any listed charming item ( a far as I know ), this conviction seems to refer to the fact that each magic item that can be replicated is basically an enhance adaptation of a distinctly identifiable mundane item .
For example, boots of elvenkind are boots, so the clear implication is that you would need mundane boots to infuse if you want to use Replicable Magic Item to make boots of elvenkind. This follows the like logic as the Boots of the Winding Path infusion ( TCoE p. 21, east : RftLW p. 62, WGtE p. 181 ), which does explicitly state :
item : A pair of boots [ … ]
In the event of your example, the description of cast-off armor states ( XGtE, p. 136 ; vehemence mine ) :
Armor (light, medium, or heavy), common
frankincense, you need a nonmagical translation of whatever kind of armor you want to turn into cast-off armor. If you want cast-off one-half plate armor, you need a nonmagical set of one-half plate armor to imbue with that infusion .
The Replicate Magic Item infusion does n’t create a charming token from thin air – it gives you the ability to imbue a certain mundane version of that token with the necessary charming to affair as that magic trick detail .